BsGameObjectManager.cpp 4.2 KB

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  1. #include "BsGameObjectManager.h"
  2. #include "BsGameObject.h"
  3. namespace BansheeEngine
  4. {
  5. GameObjectManager::GameObjectManager()
  6. :mNextAvailableID(1), mIsDeserializationActive(false), mGODeserializationMode(GODM_UseNewIds | GODM_BreakExternal)
  7. {
  8. }
  9. GameObjectManager::~GameObjectManager()
  10. {
  11. destroyQueuedObjects();
  12. }
  13. GameObjectHandleBase GameObjectManager::getObject(UINT64 id) const
  14. {
  15. auto iterFind = mObjects.find(id);
  16. if(iterFind != mObjects.end())
  17. return iterFind->second;
  18. return nullptr;
  19. }
  20. bool GameObjectManager::tryGetObject(UINT64 id, GameObjectHandleBase& object) const
  21. {
  22. auto iterFind = mObjects.find(id);
  23. if(iterFind != mObjects.end())
  24. {
  25. object = iterFind->second;
  26. return true;
  27. }
  28. return false;
  29. }
  30. bool GameObjectManager::objectExists(UINT64 id) const
  31. {
  32. return mObjects.find(id) != mObjects.end();
  33. }
  34. void GameObjectManager::remapId(UINT64 oldId, UINT64 newId)
  35. {
  36. if (oldId == newId)
  37. return;
  38. mObjects[newId] = mObjects[oldId];
  39. mObjects.erase(oldId);
  40. }
  41. void GameObjectManager::queueForDestroy(const GameObjectHandleBase& object)
  42. {
  43. if (object.isDestroyed())
  44. return;
  45. UINT64 instanceId = object->getInstanceId();
  46. mQueuedForDestroy[instanceId] = object;
  47. }
  48. void GameObjectManager::destroyQueuedObjects()
  49. {
  50. for (auto& objPair : mQueuedForDestroy)
  51. {
  52. unregisterObject(objPair.second);
  53. objPair.second.destroy();
  54. }
  55. mQueuedForDestroy.clear();
  56. }
  57. GameObjectHandleBase GameObjectManager::registerObject(const std::shared_ptr<GameObject>& object)
  58. {
  59. object->initialize(object, mNextAvailableID);
  60. GameObjectHandleBase handle(object);
  61. mObjects[mNextAvailableID] = handle;
  62. mNextAvailableID++;
  63. return handle;
  64. }
  65. void GameObjectManager::unregisterObject(const GameObjectHandleBase& object)
  66. {
  67. mObjects.erase(object->getInstanceId());
  68. }
  69. void GameObjectManager::startDeserialization()
  70. {
  71. assert(!mIsDeserializationActive);
  72. mIsDeserializationActive = true;
  73. }
  74. void GameObjectManager::endDeserialization()
  75. {
  76. assert(mIsDeserializationActive);
  77. for(auto& unresolvedHandle : mUnresolvedHandles)
  78. {
  79. UINT64 instanceId = unresolvedHandle.getInstanceId();
  80. bool isInternalReference = false;
  81. auto findIter = mIdMapping.find(instanceId);
  82. if (findIter != mIdMapping.end())
  83. {
  84. if ((mGODeserializationMode & GODM_UseNewIds) != 0)
  85. instanceId = findIter->second;
  86. isInternalReference = true;
  87. }
  88. if (isInternalReference || (!isInternalReference && (mGODeserializationMode & GODM_RestoreExternal) != 0))
  89. {
  90. auto findIterObj = mObjects.find(instanceId);
  91. if (findIterObj != mObjects.end())
  92. unresolvedHandle._resolve(findIterObj->second);
  93. else
  94. unresolvedHandle._resolve(nullptr);
  95. }
  96. else
  97. unresolvedHandle._resolve(nullptr);
  98. }
  99. for(auto iter = mEndCallbacks.rbegin(); iter != mEndCallbacks.rend(); ++iter)
  100. {
  101. (*iter)();
  102. }
  103. mIsDeserializationActive = false;
  104. mActiveDeserializedObject = nullptr;
  105. mIdMapping.clear();
  106. mUnresolvedHandles.clear();
  107. mEndCallbacks.clear();
  108. }
  109. void GameObjectManager::registerDeserializedId(UINT64 serializedId, UINT64 actualId)
  110. {
  111. #if BS_DEBUG_MODE
  112. if(!mIsDeserializationActive)
  113. {
  114. BS_EXCEPT(InvalidStateException, "ID mapping may only be modified while deserialization is active.");
  115. }
  116. #endif
  117. mIdMapping[serializedId] = actualId;
  118. }
  119. void GameObjectManager::registerUnresolvedHandle(const GameObjectHandleBase& object)
  120. {
  121. #if BS_DEBUG_MODE
  122. if(!mIsDeserializationActive)
  123. {
  124. BS_EXCEPT(InvalidStateException, "Unresolved handle queue only be modified while deserialization is active.");
  125. }
  126. #endif
  127. mUnresolvedHandles.push_back(object);
  128. }
  129. void GameObjectManager::registerOnDeserializationEndCallback(std::function<void()> callback)
  130. {
  131. #if BS_DEBUG_MODE
  132. if(!mIsDeserializationActive)
  133. {
  134. BS_EXCEPT(InvalidStateException, "Callback queue only be modified while deserialization is active.");
  135. }
  136. #endif
  137. mEndCallbacks.push_back(callback);
  138. }
  139. void GameObjectManager::setDeserializationMode(UINT32 gameObjectDeserializationMode)
  140. {
  141. #if BS_DEBUG_MODE
  142. if (mIsDeserializationActive)
  143. {
  144. BS_EXCEPT(InvalidStateException, "Deserialization modes can not be modified when deserialization is not active.");
  145. }
  146. #endif
  147. mGODeserializationMode = gameObjectDeserializationMode;
  148. }
  149. }